Mordhau
 Josh
Knight
  • Likes received 66
  • Date joined 24 Apr '17
  • Last seen 2h

Private Message

Knight 54 66
  • 13 Nov
 Josh

To be fair to esturias, I've tried reading your post multiple times and it just looks like you're describing how parry already works

Knight 54 66
  • 13 Nov
 Josh

@newfig said:

@esturias said:

@newfig said:
[random scoreboard]

Hint: Posting random scoreboards of lucky matches is entirely pointless. Every borderline good archer gets those matches. It's the matches where you can't just pad away, which show some skill.

57k.png

damn I get a lot of lucky matches

With that kind of luck you might be able to guess a valid Windows key

Knight 54 66
  • 8 Nov
 Josh

The biggest benefit I can see with proximity chat would be the improved comms in small scale fights (think 5v5 skirmishes).

Currently it can be difficult to communicate imminent threats or ask for help in voice chats, because everyone needs to mentally track where other players are in order for concise comms to be useful and saying things like "Behind", "Behind, left" etc. will often be useless due to how fast paced the game is. By the time you've said it, it might not be true anymore.

If an enemy is standing between you and Bob, shouting "Bob, swing at me!" in non-proximity voice chat often won't get a quick or useful response unless Bob knows exactly who said it, where they are, asking Bob to "swing behind!" might cause him to swing somewhere else if he has rotated at all since you started saying it. But with a proximity chat, Bob will immediately know the direction and distance of the person asking for help.

Another benefit would be having comms in small public matches without the need to get everyone in an external voice chat.

For frontline/invasion, maybe it could be good if we had a "mute by default" option? And we can manually unmute people we think aren't retarded with a button press, like we currently can for voice lines.

Knight 54 66
  • 7 Nov
 Josh

@bobbydigital said:
This patch surprised me.
I expected the map to have boosted the player counter for longer but it's actually at an all time low now.
This is probably a case of too little too late.
You didn't seem to learn from the crossroads release, that releasing a map, then allowing people to vote for it constantly would just mean people bingeing on the new content, making the game fun for the people who like the new map but extremely boring for people who are not that impressed by it or just don't like playing the same thing over and over.

I'd be interested to know how much of the player count drop has been due to players that struggle to run Feitoria, loads of people complain about FPS in that map and some people simply can't load it. So these players might just quit while the map is constantly revoted.

Knight 54 66
  • 3 Nov
 Josh

The longsword noble and the executioner in Feitoria frequently have whiffed attacks because their models are so big that their arms go behind the enemies that their attacking, e.g. in the image below I actually missed the attack because my hands went through the enemies head:
long-long-man.png

The nobles can also use this to their advantage by doing insiders where their attacks start behind the enemy's parry and inside their model. It would feel better combat-wise if the nobles had a larger collision radius with other players, or at least enemies, so that these things didn't happen.

As an aside, I think it would make sense for larger characters to push teammates back when they walk into them (currently anyone that's playing one of these characters just TKs teammates who get in their way, but it would be nice if they didn't feel the need to do that..)

Knight 54 66
  • 31 Oct
 Josh

If you throw a firepot at a wall or ceiling, the area of effect will damage stuff on the other side. This also makes the final objective on Feitoria invasion trivial to complete, as pretty much all NPCs inside buildings can be killed this way.

Knight 54 66
  • 28 Oct
 Josh

@Shitscrubber64 said:
Feels like something you ought to communicate to the players instead of letting them figure it out on their own in the most frustrating and confusing manner possible.

Welcome to Mordhau

Knight 54 66
  • 19 Oct
 Josh

Hitboxes on characters who have been knocked over are not where they should be.

This has been around for at least a year now (see: this comment ) but seems to affect most, if not all, instances of characters getting knocked over/ragdolling and not just being unseated from a horse. There may also be an issue where teammate hitstop don't function on knocked over characters, as I could stab "through" a teammate in this clip after they were knocked down by a catapult shot:
https://youtu.be/tw_m2jpLk9U

Knight 54 66
  • 1
  • 19 Oct
 Josh

@Duckalot said:
You need to have dealt over 150 damage in total to either a teammate or opponent before the % actually shows in the vote.

team damage vote.png

I was definitely in excess of 150 damage in this above screenshot so I'm not sure that it takes opponent damage into account

Can sadly confirm that you're correct for team damage though:

team damage vote 2.png

Knight 54 66
  • 1
  • 18 Oct
 Josh

If someone's getting votekicked and they have either 0% or 100% team damage, it will just display the votekick without any team damage %. It would be nice if it always displayed team damage.

Knight 54 66
  • 8 Oct
 Josh

That bug should have been fixed with the latest hotfix, but it's possible it could've been that if it's an older clip
riposte-recovery.png

Knight 54 66
  • 7 Oct
 Josh

This looks like your weapon was either intersecting with the enemy at the end of windup, or only at the beginning of release (the beginning of release doesn't actually deal damage but can be parried/chambered, I'm not sure how long this period is but with normal grip spear stabs it seems to be about 100-120 ms).

And although it doesn't look like his parry was ready, this is just because it takes time for the parry animation to come up while the parry state is instant. I also believe that the game will prioritise parrying an attack if it's intersecting both a player and their parry at the same time (otherwise there would be truly unblockable attacks). In this case you just got a bit unlucky.

To prevent your attacks being blocked like this, try to time/position your attacks so that the damaging part of release starts just as your weapon model intersects with their body, but before it intersects with their parry. One way to do this is to get your strike landing at the edge of your range, another decently reliable method is to stab drag, stab next to/above them and then drag into their body (doing a stab drag above them will also increase your chance of getting headshots).

Knight 54 66
  • 28 Sep
 Josh

@Pred said:

@elwebbaro said:

  • Riposte clashes will now overpower regular strikes

Does this mean when I riposte and clash with someone, my stike will continue and hit them? If yes, it doesn't work, I've seen it clash and then combo as always at least 3 times.

I think it just means that the opponent's weapon will stop comboing, as if it got parried essentially.

There's also currently a bug with this where this effect will carry over into recovery, so your weapon model can block attacks during your recovery phase after a riposte (this clash/block also gives you stamina, which probably also happens during the riposte release but I haven't paid enough attention to it to say for sure).

Knight 54 66
  • 28 Sep
 Josh

I doubt there's any good way to actually balance flesh wound for every mode, it's either going to be worth it for the extra hit to kill in skirmish and duel and therefore you should pick it if you have spare points, or it won't be worth the points and never picked by anyone trying to win.

I'm sure they also intended for it to be a meme perk rather than actually useful, so to enhance this I think they should just remove the 5 second lifetime, let people survive permanently with zero health and stamina screaming the whole time. You might actually be able to do something useful in frontline/invasion with this, but will still be pretty useless in duel/skirmish.

Knight 54 66
  • 15 Sep
 Josh

Does uninstalling this Windows update help? https://www.windowslatest.com/2019/09/12/windows-10-kb4515384-audio-issues/

Though I'm not sure if this would help for anyone who had this issue before last week.

Knight 54 66
  • 13 Sep
 Josh

Same as this issue? https://mordhau.com/forum/topic/19677/complete-loss-of-audio-behind-the-player/

They had temporary success changing the spatial sound settings in Windows but the issue seemed to come back and actually affected their other games too.

Knight 54 66
  • 11 Sep
 Josh

Changing the timer would probably be a good way to get a 50% win rate if that's what they're aiming for on balance, but it wouldn't be a very fun way of balancing it, the maps would still have any issues making them imbalanced and players would have to spend more time playing with the imbalance.

This might also lead to the least balanced maps being disproportionately played, e.g. imagine if Taiga is very imbalanced and requires 30 mins, but Camp is more balanced and only requires 15, then players would be spending twice as much time on Taiga than Camp assuming they're equally voted.

They should figure out what makes stages imbalanced or frustrating and solve that. Moving the barrels on Taiga seems to be very difficult (though not a big sample size yet), so maybe the barrels should be placeable and then picked up later so people can defend themselves? Would be more interesting to play than it currently is, especially if the defenders are able to destroy the barrels while they're on the floor.

But as long as the objectives are entertaining enough to play, then being balanced isn't too important. We'd probably want the defenders to be favoured most of the time, with each objective getting less likely to be completed. e.g. if 20% of the time the attackers fail the 1st objective of Camp, 40% of the time they fail the second, 60% they fail the third and 80% they fail the fourth. That could be better than 50% of the time succeeding all objectives as it'll feel like more of an achievement to get far.

Knight 54 66
  • 10 Sep
 Josh

With the latest patch we got:

  • There’s now a fixed amount of closest objective icons that show up, preventing too much clutter

Can we get an option to revert this? I prefer to know where all the objectives are (e.g. it's useful to know the locations of surviving foresters in the first Taiga objective for example) and the popping in animation is a bit distracting. Plus an on-screen objective marker can sometimes get hidden, which makes you think that the objective has been lost.

Knight 54 66
  • 8 Sep
 Josh

Would the game be better or worse if we could chamber attacks during their windups?

I was mainly thinking of stabs with long weapons at facehug range, where the weapon model can be inside your player during the windup, but it could apply to very fast accels as well. If you could chamber during windups then it would discourage players from facehugging if they have a long weapon and would slightly increase the risk of doing fast accels.

I'm not quite sure what the effect on the game would be though if this was in place. Would we also want chambers during windup to cost a different amount of stamina? Less stamina cost to discourage facehugging or more stamina cost to discourage spamming chambers?

Knight 54 66
  • 4 Sep
 Josh

If you combo feint to parry in 1v1 then you are already being punished.

Take longsword vs longsword for example; a miss costs 8 stamina, a feint costs 10 stamina and parrying the other longsword costs 6 stamina. It's costing them 24 stamina each time they combo feint to parry, so they're gonna lose very quickly if they keep doing it.

In addition to the stamina cost, you have a lot of initiative against someone who has started comboing because they can't rely on a chamber to counter your feints.

If you predict someone's going to miss early enough, then you can also start an attack to hit them during their release and they'll have no chance of parrying, but this is usually more risk than it's worth if you don't have excellent timing and forcing them CFTP is already a big advantage for no risk.